Dear Sgt OkiDoki, we really like your game, but I ask you to think again!
If a sniper's nerf with medium-range sights (which we consider to be actually a class murder, not a nerf) we can forgive you, then killing a medic is for nothing!
Firstly: now everyone is self-bandaged at the same speed as the medic and restores 50 instead of 40 health. It's just awful! Now, instead of a fighter waiting for a medic, it is more profitable for him to get bandaged himself for 2 bandages. (Why wait for a medic if you can handle it yourself at the same speed?) And it also follows from this that the fighter will almost immediately run out of bandages, which he could spend, for example, only to stop bleeding or to raise such a valuable ally. Why do this if it's faster to just get bandaged yourself and then be reborn with full bandages?
And from the side of the medic, everything is no better. Imagine a firefight at the front line somewhere in a tight space. If earlier I could benefit by reviving, bandaging and healing fighters because I do it all faster than they do, I get a lot of points for it, so they also don't need to waste time on treatment.
Now: if a person even for a fraction of a second started to get bandaged before I did him, he will cope without me. Considering that I will not understand this right away, then he will not stop and will use the second bandage and he is already in the ranks, and I am without points and work. You are actually devaluing the medic. Why does he need 20 bandages in this case?
#dev-wip message
P.S. you can not use 3 bandages at once. If you are still alive, then you have at least 10 hp + 40 + 40 = 90, which is quite enough for further actions




almost like i played legacy right
just for u


dont leak all the movement tech